//unity4都是用lambert
//金属流
Shader "Custom/08PBRShader" {
	Properties {
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_Glossiness ("Smoothness", Range(0,1)) = 0.5
		_Metallic ("Metallic", Range(0,1)) = 0.0
		_Color("Color",Color) = (1,1,1,1)
		
		
	}
	SubShader {
		Tags { "RenderType"="Opaque" }
		LOD 200

		CGPROGRAM
		// Physically based Standard lighting model, and enable shadows on all light types 

		#pragma surface surf Standard fullforwardshadows //这里改成fullforwardshadows 
		// Use shader model 3.0 target, to get nicer looking lighting
		#pragma target 3.0

		struct Input {
			float2 uv_MainTex;
		};

		sampler2D _MainTex;     
		sampler2D _RampTex;  
		half _Glossiness;
		half _Metallic;
		fixed4 _Color;   

		void surf (Input IN, inout SurfaceOutputStandard o) {//换成SurfaceOutputStandard这个

			fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
			o.Albedo = c.rgb;
			o.Metallic = _Metallic;
			o.Smoothness = _Glossiness;
			o.Alpha = c.a;
		}
	
		ENDCG
	}
}

//ramp斜坡纹理